POST
|
Hi, thanks for the answer, yet as I understand it (I’m an architect, not a programmer) python rutines need to be activated manually and cannot be evoked by a cga script. Correct? In that case, this solution is of little help to me, as I might as well check it manually/visually as to run a python script. What I need is for my cga script to be able to do the evaluation. Any chance of that? (While I am quite fluent in cga, I have no clue of python.) Best, Nic
... View more
12-09-2020
03:51 AM
|
0
|
0
|
1244
|
POST
|
In a block with offset subdivision, I need to evaluate whether a lot sits on an East-West or North-South oriented street or – alternatively – whether the long edge of a sub shape is oriented East-West or North-South. Is there a simple way to do that? I have been researching the convert and comp functions as well as the geometry.isOriented and the geometry.angle functions. The former two I can't get my head around and the latter two only work on non-horizontal shapes. As I need to evaluate the orientation before I extrude the building envelopes, I find myself in a bit of a catch-22. Any help would be much appreciated. Nic Image: Building footprints colored according to their world orientation with their long edge oriented either East-West (red) or North-South (blue)
... View more
12-05-2020
09:41 AM
|
0
|
4
|
1594
|
POST
|
Hello Taisha Fabricius, are the servers still down? I can't find the download page anymore. Links like the one at the top of this page ends up in a dead end. I regularly teach introductory CE courses to people with no access to a licensed version and the trial version is therefore essential to this activity. Has the trial version option been discontinued or has the download page been removed by mistake? Regards, Nic
... View more
10-06-2020
02:51 PM
|
1
|
1
|
2444
|
POST
|
I have noted with interest that CE 2020 now offers the possibility to reference data from external CSV files. Yet I cannot find any documentation of how to do that. I would be grateful if you could either point me to any such documentation or give the details here on the forum. Thanx in advance, Nic
... View more
10-06-2020
02:39 PM
|
0
|
1
|
755
|
POST
|
Combining Cheryl's approach and mine, the script now works for oblique corners as well. Passing on the vertical split index makes it possible to omit balconies at the ground floor. Cheryl's random balconies along the facade have been omitted to avoid unwanted results in the case of two neighboring balconies, as this approach produces balcony side walls. The code does work along the facade as well though. You may use a modulus/remainder query (%) to make sure that random balconies do not occur in neighboring tiles. For detailing, I added thickness to the balcony decks and a setback for the railing. attr parapetH = 1.2
attr balconyD = 1.2
attr deckH = 0.15
attr railingDepth = 0.03
attr railingSetback = 0.03
attr segmentW = 1
attr bldgH = floorNumber*floorH
attr floorNumber = 4
attr floorH = 3
attr tileW = 4
Lot -->
extrude(bldgH)
comp(f)
{ side: Facade
| top: Roof.
}
Facade -->
split(y)
{ ~floorH : Floor(split.index, split.total)
}*
Floor(siy,sty) -->
split(x)
{ ~tileW : Tile(siy,sty,split.index, split.total)
}*
Tile(siy,sty,six,stx) -->
case six==0 || six==stx-1 :
Balcony Parapet(siy,sty)
else :
Wall.
Balcony -->
t(0,0,-balconyD/2)
primitiveCube(scope.sx,scope.sy,balconyD)
comp(f)
{ bottom : NIL
| top : rotateScope(90,0,0) Deck
| front : NIL
| all : reverseNormals() Wall.
}
Deck -->
t(0,-deckH,0)
extrude(deckH)
Parapet(siy,sty) -->
case siy > 0 :
t(0,0,-railingDepth-railingSetback)
trim()
split(y) { parapetH : Side | ~1 : NIL }
else :
NIL
Side -->
split(x)
{ ~segmentW : Segment
}*
Segment -->
t(0,0,-railingDepth)
s(scope.sx,scope.sy,railingDepth)
i("railing.dae")
... View more
07-03-2020
08:38 AM
|
3
|
1
|
1747
|
POST
|
Hi Nazanin, Basically what you should do is three things: Model your parapet in CityEngine as plain shapes with segments corresponding to your railing element. Model the railing element in a conventional 3D modeler (i.e. SketchUp) and export it in a format known to CityEngine (i.e. .dae). Replace your plain shape segments with the modelled railing element. Try using the code below. Note that the primitive cube inserted in line 28 makes sure that your railing element will trim at the corner (see close-up). Nic /**
* File: railing_rule.cga
* Created: 30 Jun 2020 19:41:21 GMT
* Author: nicolaisteino
*/
version "2020.0"
attr length = 4
attr height = 1.2
attr width = 4
attr railingDepth = 0.05
Lot -->
primitiveCube(length,height,width)
comp(f)
{ front : Side
| right : Side
}
Side -->
split(x)
{ ~1 : Segment
}*
Segment -->
t(0,0,-railingDepth)
primitiveCube(scope.sx,scope.sy,railingDepth)
i("railing.dae")
... View more
06-30-2020
01:48 PM
|
1
|
0
|
1747
|
POST
|
While I have done some classic shading work in CE, I'm interested in the new PBR shading capability. Could someone possibly do a demo or a rundown of the essentials of PBR in CE? I'm in architecture and I'm intersted in learning how to set up realistic textures. But there are so many material attributes and material maps, it's a bit of a maze for me. And even after researching some generic PBR info, it doesn't seem to translate directly to the concepts used in CE. While PBR concepts like Albedo, AO, are not concepts in CE, CE concepts like opacity, emissive and occlusion are not concepts in PBR. Or are they just different names for identical/similar things?
... View more
06-30-2020
12:38 PM
|
0
|
2
|
1165
|
POST
|
Does that include being able to see maps in the Get Map Data… dialogue window? It has been explained to me that that is a Mac OS Catalina related issue as well.
... View more
05-27-2020
12:50 AM
|
0
|
0
|
924
|
POST
|
If you want your streets to 'connect' to your parcels, you basically have two options: You may draw the street center lines in a CAD program and import them as graphs into CE. Then you generate street shapes from the graphs and use a script to generate your lots from the blocks that build from the streets. This requires graphs on all sides of your areas for lots (blocks), but not all graphs need to be generated into streets, as some may be simply borders (with zero width) for your blocks. You integrate the streets into your cga script and build them from the same start shape as your lots. You may pass shapes on which you wish to have streets on to the same street rule as you use for other streets to have a unified design.
... View more
12-11-2019
04:07 PM
|
1
|
1
|
737
|
POST
|
Hi Kenneth, as I understand your question, I guess what you're after is the brightness value, which you can access through the brightness channel in the New map layer… > Obstacle / Mapping / Terrain dialogue window just as you access the red / green / blue and other channels. Best, Nic
... View more
11-18-2019
11:43 PM
|
0
|
0
|
1357
|
POST
|
Thomas Fuchs I searched for ways to acquire the promo code for the Esri 360 VR app for Oculus and your name came up. Can you provide me with one? Regards, Nic
... View more
04-02-2019
04:42 AM
|
0
|
2
|
873
|
POST
|
I would like to be able to automatically shift a map with a radial gradient (say black to white) for controlling the level of detail. If the center of the radial gradient is always right below my viewpoint, I could use the grey levels to change the level of detail as a function of the distance from the viewpoint. Could this be done with Python?
... View more
09-11-2017
01:44 PM
|
1
|
4
|
909
|
POST
|
Thanks for the tip. Is there an equivalent procedure for Mac?
... View more
04-12-2017
06:15 AM
|
0
|
1
|
361
|
Title | Kudos | Posted |
---|---|---|
1 | 12-11-2019 04:07 PM | |
1 | 10-06-2020 02:51 PM | |
3 | 07-03-2020 08:38 AM | |
1 | 06-30-2020 01:48 PM | |
2 | 06-23-2015 03:21 PM |
Online Status |
Offline
|
Date Last Visited |
12-15-2020
07:30 AM
|